Hi,
We are have a multiplayer game which seems to suffer a lot initially when a player is joining a game. When testing locally we have no issues, but we found out that when we simulate packet loss even just 5% the whole initialization of our game seems to get stuck.
Our guess is that the initial data we store (about 20kb of data in arrays of structs) gets send in chunks and if one chunk fails it sends the whole thing over again resulting in a sort of infinite loop preventing the game from correctly initializing on the client even though he sees the other players already moving. Is this guess correct? I am trying to prevent rewriting our whole setup and finally coming to the conclusion it still isn’t solved Also suggestions on how to prevent this issue are appreciated!
Thanks in advance!